void UCrowdFollowingComponent::PauseMove(FAIRequestID RequestID, bool bResetVelocity)
{
	if (bEnableCrowdSimulation && (Status != EPathFollowingStatus::Paused) && RequestID.IsEquivalent(GetCurrentRequestId()))
	{
		UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(GetWorld());
		if (CrowdManager)
		{
			CrowdManager->PauseAgent(this);
		}
	}

	Super::PauseMove(RequestID, bResetVelocity);
}